200 lines
7.2 KiB
C
200 lines
7.2 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/Box3D.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/26/01 2:05p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __BOX3D_H
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#define __BOX3D_H
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#include "Dynamesh.H"
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#include "EditorPhys.H"
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#include "Utils.H"
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/////////////////////////////////////////////////////////////////////////
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// Forward declarations
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/////////////////////////////////////////////////////////////////////////
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class RayCollisionTestClass;
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/////////////////////////////////////////////////////////////////////////
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//
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// Box3DClass
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//
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/////////////////////////////////////////////////////////////////////////
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class Box3DClass : public DynamicMeshClass
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{
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public:
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//////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////
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Box3DClass (void)
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: m_Dimensions (1, 1, 1),
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m_bDirty (false),
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DynamicMeshClass (12, 24) { Create_Model (); }
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Box3DClass (float width, float height, float depth)
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: m_Dimensions (depth, width, height),
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m_bDirty (false),
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DynamicMeshClass (12, 24) { Create_Model (); }
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Box3DClass (const Vector3 &dimensions)
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: m_Dimensions (dimensions),
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m_bDirty (false),
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DynamicMeshClass (12, 24) { Create_Model (); }
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virtual ~Box3DClass (void) {}
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//////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////
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//
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// Base class overrides
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//
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bool Cast_Ray (RayCollisionTestClass &raytest);
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void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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void Render (RenderInfoClass &rinfo);
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//
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// Dimension methods
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//
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void Set_Dimensions (const Vector3 &dimensions);
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void Set_Width (float width);
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void Set_Height (float height);
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void Set_Depth (float depth);
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void Get_Dimensions (Vector3 &dimensions) const { dimensions = m_Dimensions; }
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const Vector3 & Get_Dimensions (void) const { return m_Dimensions; }
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float Get_Width (void) const { return m_Dimensions.Y; }
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float Get_Height (void) const { return m_Dimensions.Z; }
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float Get_Depth (void) const { return m_Dimensions.X; }
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//
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// Vertex methods
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//
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void Position_Vertex (int vertex, const Vector3 &new_position);
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void Translate_Vertex (int vertex, const Vector3 &translation);
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Vector3 Get_Vertex_Position (int vertex);
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void Get_Vertex_Position (int vertex, Vector3 &position);
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Vector3 Get_Vertex_Lock_Position (int vertex);
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//
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// Creation routines
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//
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void Make_Box (const Vector3 &point1, const Vector3 &point2);
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void Set_Color (const Vector3 &color);
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//
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// Dynamic modification
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//
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void Drag_VertexXY (int vertex, POINT new_point, const Vector3 &locked_vertex);
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void Drag_VertexZ (int vertex, POINT new_point, const Vector3 &locked_vertex);
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protected:
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//////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////
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void Create_Model (void);
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void Easy_Vertex (const Vector3 &vertex) { DynamicMeshClass::Vertex (vertex.X, vertex.Y, vertex.Z, 0, 0); }
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void Easy_Move_Vertex (int vertex_index, const Vector3 &vertex) { DynamicMeshClass::Move_Vertex (vertex_index, vertex.X, vertex.Y, vertex.Z); }
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void Update_Verticies (void);
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private:
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//////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////
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Vector3 m_Dimensions;
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Vector3 m_Verticies[8];
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bool m_bDirty;
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};
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/////////////////////////////////////////////////////////////////////////
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//
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// Box3DPhysClass
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//
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/////////////////////////////////////////////////////////////////////////
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class Box3DPhysClass : public EditorPhysClass
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{
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public:
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//////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////
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Box3DPhysClass (void)
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: m_pBox (NULL) { Initialize (1, 1, 1); }
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Box3DPhysClass (const Vector3 &dimensions)
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: m_pBox (NULL) { Initialize (dimensions.X, dimensions.Y, dimensions.Z); }
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virtual ~Box3DPhysClass (void) { MEMBER_RELEASE (m_pBox); }
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//////////////////////////////////////////////////////////
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// Public operators/methods
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//////////////////////////////////////////////////////////
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operator Box3DClass * (void) const { return m_pBox; }
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Box3DClass * Get_Box (void) const { return m_pBox; }
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protected:
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//////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////
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void Initialize (float x, float y, float z) { m_pBox = new Box3DClass (x, y, z); Set_Model (m_pBox); }
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private:
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//////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////
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Box3DClass * m_pBox;
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};
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#endif //__BOX3D_H
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